
extern GLfloat x_force;
extern GLfloat y_force;
extern GLfloat z_force;
extern ContactAddedCallback gContactAddedCallback;


//store collision objects
struct collisionObject
{
  btRigidBody* rigidBody;
};


namespace Bullet
{
	class MyBullet
	{
		public: 
		
			//initial physics
			static __declspec(dllexport) void initPhysics();

			//clean bullet objects
			static __declspec(dllexport) void cleanPhysics();
			
			//physics motion
			static __declspec(dllexport) int motionPhysics(void *data);

			//added gContactAddedCallback
			static __declspec(dllexport) bool CustomMaterialCombinerCallback(btManifoldPoint& cp,const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1);

	};
}